On the third saturday of every month, Glorious Trainwrecks host Klik of the Month Klub, a celebration of improvisational game design! This time round, I created a game called Sine Wave Ninja. Some targets: 1000 is a good score, 2000 is a great score, and anything above 3000 is a hell of a lot better than I can do.

I really love messing around in Klik and Play, but it’s an old, buggy and seriously limited development environment; so this month, my only objective was to try and familiarise myself with Klik and Play’s big brother, Multimedia Fusion. Turns out I absolutely love using it – it’s exactly like using Klik and Play, and it resolves pretty much every problem I have with it.

The first thing I associate MMF with is Ikiki – so, I figured as an exercise, I’d make a game in his style. Hence; naked ninjas.

My original idea was to make one of those timing games like Hitotobasi or Gonbutoman; you’d start on the left, run by tapping z, jump at just the right time into the ocean, press jump again to change direction and leap out, in a sine wave. But, er, it ended up being completely different than that. Probably a good thing, seeing as I really like how it ended up!

Actually, I’m tempted to take a few days out to turn this little prototype into a real game. I think it’s got potential to be pretty addictive!

9 thoughts on “Sine Wave Ninja”
  1. first I thought, it was gonna be really sucky. Especially because you stole the naked ninjas XD. But when I played it it was really awesome! In my opinion games created with MMF don’t feel like something to be proud off, because you don’t actually program them. But I guess that’s just bull-shit. Even Knytt was made with MMF! So I guess it is actually quite awesome. Still it has a bit of a ‘game maker’ feel to it. Although I never actually used MMF, so I don’t actually have any right to be critical about it =P
    But I hope you understand what I mean.

    Cheers,

    ~Maxim

  2. It was made in two hours, so low expectations are a given, I think 😛 Glad you liked it!

    Yeah, I don’t agree at all with the whole mindset of some development tools being superior to others – I’ve been looking for some time for a tool I could use for rapid prototyping (my games have been made with everything from C to Game Maker to Flash to Klik and Play, after all), and with MMF I think I’ve found it.

  3. But you don’t feel held back by MMF? There are no restrictions? You can create everything you’d like in every way you’d want? Or are the things that can’t be done not worth doing?

    I guess I like programming so much, I think I wouldn’t like working with tools like MMF. But I must agree it must be a lot faster and easier to make games, which would be a good thing for me too, cause I never actually finish anything (Bad habit =P)

    Would you recommend MMF over (for instance) C ?

  4. Would you recommend MMF over (for instance) C ?

    For certain things, absolutely 🙂 For this, for example. But I wouldn’t have tried to make, say, Judith in MMF.

  5. Yeah, you really are the only person who can make something so fun just fart out of their brain in a day like that! 😀 Great game, but I think you should focus on finishing detonate for now. 😉

  6. […] I’m really really happy with how it’s ended up – in fact, I think this alone completely justifies taking some extra time to finish up the game. It’s something I’ve had in mind to make since day one, and it almost didn’t make it in – if I had rushed this to completion last week, it absolutely would have been cut. (Interestingly, this brings the project back full circle to the original KOTM prototype that brought it to life!) […]

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